I've been working on an armband that will let me meditate and unmeditate whenever i use it.So far the player goes into the meditation position but also gets back to normal.Can someone tell me what i need to change in my script?

I've been working on an armband that will let me meditate and unmeditate whenever i use it.So far the player goes into the meditation position but also gets back to normal.Can someone tell me what i need to change in my script?

Of course you can adjust 1.5 to whatever delay you want and it might be prudent to change GetFirstPC to something that would call the object that last activated the armband, if you plan to have more than just the PC be able to meditate on whim.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Of course you can adjust 1.5 to whatever delay you want and it might be prudent to change GetFirstPC to something that would call the object that last activated the armband, if you plan to have more than just the PC be able to meditate on whim.

I believe there's a function in k_inc_force.nss that's called "GetSpellTargetObject();"

The devs used it as the master target-selector for any and all lines in the vanilla spells.2da...

Of course you can adjust 1.5 to whatever delay you want and it might be prudent to change GetFirstPC to something that would call the object that last activated the armband, if you plan to have more than just the PC be able to meditate on whim.

Surprisingly neither didn't make any difference.I compiled it into a script wich i also added into the rows of spells.2da and add it as another activate item property to the band.Were you refering on putting this script for another one that will "unmaditate" the player?

Surprisingly neither didn't make any difference.I compiled it into a script wich i also added into the rows of spells.2da and add it as another activate item property to the band.Were you refering on putting this script for another one that will "unmaditate" the player?

Yes the latter script is for "unmaditating" lol. I think FG is correct that ClearAllActions is all that is needed.

Yes the latter script is for "unmaditating" lol. I think FG is correct that ClearAllActions is all that is needed.

You missunderstood me.I wanted to know if Fallen Guardian ment that i should make another band with the other script(wich works perfectly).I wish to know if there is a way not to make it.Meaning to have one band do both actions just by being pressed a second time.

You missunderstood me.I wanted to know if Fallen Guardian ment that i should make another band with the other script(wich works perfectly).I wish to know if there is a way not to make it.Meaning to have one band do both actions just by being pressed a second time.

Oh! In that case:

You'll need to make a global boolean(Pretty easy, but don;t have the time to explain it now) and check it each time the band is used. For example:

It might be better to set a delay command to make your guy stand back up on the same script you make him meditate, rather than using local or global booleans. I'm pretty sure the animation played when you use the armband would make you stop meditating anyway.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

I actually meant that if you used the booleans so the armband would switch between making you meditate and making you stop, using the armband to make you stop would probably make you stop because of the activate animation played by the armband being used, moreso then the actions called within the script.

Quote:

Originally Posted by duster

Thank's alot guys!You helped me alot!

Glad we could help.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.